Dusclops (UU Analysis)

Heysup said that I could do Dusclops. It's sad that it's being mentioned a good amount recently, but it doesn't have an analysis to its name...

Just a note: I'm horrible at EVs...

Writing Analysis now

QC Approvals (2/2): (Uragg) (Bluewind)
QC Rejections (0/2):
GP Checks (2/2): (Fatecrashers) (Snorlaxe)

-------------------------------------------------

Dusclops

[Overview]
<p>Despite its NFE status, Dusclops makes a great candidate to put some balance into your team. Possessing good defensive stats, pure Ghost-typing, and a number of supporting moves, Dusclops has carved itself a niche in UU as a bulky spinblocker. Its ability, Pressure, also deters a sweeper's offensive advances, sometimes even forcing them to switch out in order to preserve their precious PP. While Spiritomb appears to outclass Dusclops due to its additional Dark-typing and higher base offensive stats, Dusclops possesses greater bulk, as well as access to Trick Room, giving it yet another way to reliably support its teammates. With these numerous advantages, Dusclops can prove to be a valuable member to any standard UU team.</p>

[SET]
name: Bulky Spinblocker
move 1: Seismic Toss
move 2: Will-O-Wisp
move 3: Rest / Pain Split
move 4: Sleep Talk / Shadow Punch / Toxic
item: Leftovers
nature: Impish
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
<p>While all Ghost-types can block Rapid Spin, they are generally frail and easily KOed. Dusclops, however, has the defensive stats to function as a reliable bulky spinblocker on many teams. Seismic Toss gives Dusclops a means of offense so as not to be completely ruined by Taunt. Will-O-Wisp cripples opposing physical attackers, while the combination of Rest and Sleep Talk cures Dusclops of status and is its best means of recovery.</p>

[ADDITIONAL COMMENTS]

<p>Shadow Punch can be used over Sleep Talk to take down Rotom and Mismagius, while Toxic can wear down bulky Fire- and Water-type switch-ins. Although Dusclops becomes somewhat vulnerable while it is sleeping without Sleep Talk, its defenses allow it to survive the two turns of Rest without much fear. Pain Split can be used over Rest to take advantage of Dusclops’s naturally low HP stat; however, status can become an issue should you choose to forgo Rest.</p>

<p>Due to the physically-based UU metagame, Dusclops will usually switch into more physical attacks than special ones; therefore, physical defense is maximized, with the leftover EVs going into Special Defense. An Impish nature further increases Dusclops’s physical bulk, making it even harder to defeat.</p>

<p>Dusclops appreciates teammates that can take advantage of burn support. Aggron makes an excellent partner, resisting both of Dusclops’s weaknesses, crushing a team weakened by Will-O-Wisp and Seismic Toss, and luring in Fighting-type moves for Dusclops to switch into. Miltank sets up Stealth Rock, cures status with Heal Bell, and possesses an immunity to Ghost-type moves, while also luring in Fighting-type attacks. Dusclops is a magnet for the other UU Ghosts, which can switch in on Seismic Toss and force it out with the threat of STAB moves. Mismagius is especially dangerous because it can carry Taunt, which effectively shuts Dusclops down. Other Taunters, such as Ambipom, Nidoking, and Drapion, outspeed Dusclops easily, though they must be wary of switching into a Will-O-Wisp. Houndoom gains a boost in power from Will-O-Wisp, and threatens with STAB Pursuit or Dark Pulse. Clefable is also immune to Will-O-Wisp, and can carry Trick to ruin Dusclops’s fun.</p>

[SET]
name: Trick Room Support
move 1: Trick Room
move 2: Seismic Toss
move 3: Will-O-Wisp
move 4: Pain Split
item: Leftovers
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD
ivs: 0 Spe

[SET COMMENTS]
<p>While Dusclops is a great spinblocker, it also has access to Trick Room, making it a good Trick Room supporter. Its great defenses ensure that Dusclops can set up Trick Room multiple times, unlike its otherworldly kin, Banette. Seismic Toss is Dusclops’s reliable damage move, because its actual offenses will fail it more often than not. Will-O-Wisp ensures that any opposing physical sweeper hoping to take advantage of Trick Room is crippled. Pain Split allows Dusclops to steal HP from its opponent, weakening many Pokemon to the point where Trick Room sweepers on your team can come in and easily mow down the opposition. Rest can be used over Pain Split to cure status; however, Dusclops will not be staying in for long, and the two turns spent sleeping could be better used to set up Trick Room.</p>

[ADDITIONAL COMMENTS]
<p>Like the Bulky Spinblocker, the EVs and nature ensure that Dusclops is as physically buky as possible. A Relaxed nature makes Dusclops extremely slow, allowing it to almost always move first under Trick Room conditions.</p>

<p>Aggron makes an excellent partner, thanks to its resistances to Ghost- and Dark-type moves, low Speed, and devastating sweeping potential. Guts Ursaring also makes a good teammate due to its low Speed and high Attack. It is immune to Ghost-type moves, and lures in Fighting-type moves for Dusclops to switch in on. Taunters ruin this set, and Mismagius can set up easily after using Taunt. Slowbro and Slowking don’t mind Trick Room, and they can set up on Dusclops easily.</p>

[Team Options]
<p>Aggron makes an excellent partner to Dusclops, thanks to its resistances to Ghost- and Dark-type moves, as well as being able to lure in Fighting-type moves for Dusclops to switch into. Aggron also appreciates Dusclops’s ability to weaken an opposing team and to set up Trick Room. Miltank can set up Stealth Rock, cure status with Heal Bell, and is immune to Ghost-type moves. Additionally, it lures in Fighting-types with ease, which Dusclops can easily switch in on and cripple. Absol and Houndoom appreciate burn support so they can survive longer, while also defeating Ghost-types with STAB Pursuit.</p>

[Optional Changes]
<p>Dusclops has a couple of other options that it can run. A Gravity set is viable, and Dusclops also has access to DynamicPunch and Earthquake, although they run off of its less-than-impressive base 70 Attack stat. Calm Mind lets Dusclops become more of a special wall, but it is not as effective as the Bulky Spinblocker set at walling. Dusclops can run a more offensive Trick Room set; however, its offensive stats really let it down. As for moves, Spite can quickly wear down the PP of an opponent’s move, shaving off 6 PP (factoring in Pressure) each time Dusclops is attacked. Substitute can be used in conjunction with Pain Split, and Focus Punch can be used to discourage opposing Pokemon from switching in freely. Shadow Sneak allows Dusclops to finish off weakened opponents, and Taunt prevents opponents from setting up, although Dusclops's low Speed stat makes it very hard to use it effectively. Memento can set up a partner for a sweep, and Destiny Bond can take down an opponent if you predict correctly and use it on the turn before Dusclops is KOed.</p>

[Counters]
<p>Despite Dusclops’s bulk, it does have a number of counters. Taunters shut Dusclops down since it mostly uses non-attacking moves. The UU Ghosts threaten Dusclops on the special side with STAB Shadow Ball (or in Spiritomb’s case, STAB Dark Pulse). Mismagius deserves a special mention among the Ghost-types because it also possesses Taunt, allowing it to completely shut down Dusclops and set up on the switch. Clefable doesn’t mind being burned, and can cause problems with Wish and Trick. Houndoom gets a boost from Will-O-Wisp, while threatening with STAB Pursuit or Dark Pulse.</p>
 

Arcticblast

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Mention that it makes a great counter to Heracross without Night Slash on the physical set, resisting Megahorn and being immune to CC and Facade. Just for the heck of it, a +5 Stone Edge/EQ can't OHKO it either (78.2% - 92.3%). It gets destroyed by any Ghost, for the most part.
 

Oglemi

Borf
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Problem is, I don't think we can officially mention Heracross in our analyses yet... Any confirmation on this?
 
I don't play UU, but I don't really see the need for both Seismic Toss AND Night Shade in the first set. Perhaps something like Curse or Taunt would be better in that last move slot to help stall opponents or rack up entry hazard damage via extra switches instead of a redundant Night Shade (especially considering most Ghosts will just Shadow Ball you to death)?
 
Ice beam should probably be mentioned in the AC or slashed in for the physically defensive set to deal with Donphan. If I remember correctly Ice Beam does about half to it with minimal investment. It hits a good amount of other pokes like rhyperior hard as well.
 
I'll slash Ice Beam in the last slot. I once saw a player who did that (during the Shoddy Battle days), and it did decently. However, with no investment and Dusclops' base 60 Special Attack stat, it won't be doing much.

@Kaxtar: Dusclops is too slow to use Taunt effectively, but I'll put in Curse over Seismic Toss. However, that also leaves Dusclops vunerable to getting killed. Then again, it also means Pain Split will hurt the enemy more...

EDIT: Ice Beam can also deal with Swellow, which will ignore Will-o-Wisp once its orb activates.
 

Bluewind

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is a Top Contributor Alumnus
Ok, me and uragg have tested Dusclops and came to the following conclusions:

- First, remove the SpD set. We really couldn't find a single situation in which SpD allowed us to do something important, and we couldn't switch into the stuff we were supposed to like CB Tauros EQ, CB Hitmonlee Stone Edge and so on.
- Make Seismic Toss the main option on all sets instead of Night Shade. Hitting Ghosts isn't very important because most of them beat you one on one, while you can't hit things like Tauros, Kanghaskan and Swellow that you're meant to counter / check.
- On the Physical Wall set, we have came to the conclusion this should be the main set:

name: Bulky Spinblocker
move 1: Seismic Toss
move 2: Will-o-Wisp
move 3: Rest / Pain Split
move 4: Sleep Talk / Shadow Punch / Toxic
item: Leftovers
nature: Impish
evs: 252 HP / 252 Def / 4 SpD

Pain Split was extremely unreliable, not only HP recovery-wise, but doesn't shield you from status, and Dusclops's 4th slot is almost useless anyways, so running Sleep Talk doesn't burden you too much. Shadow Punch is an option if you don't want to be setup fodder for Mismagius and Rotom, as you can 2HKO both of them (offensive verions). Toxic helps against Bulky Waters and bulky Fire-types like Arcanine.
 

uragg

Walking the streets with you in your worn-out jeans
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yeah, tested with Bluewind and he basically said our conclusions. Ice Beam does hit Donphan/ground-types, but with WoW and Rest you can take care of them just as easily. Ice Beam is also a pretty weak attack overall off base 60 SpA, and I would rather just burn most targets. trick room set looks good, and this should be ready once you make the changes in Bluewind's post
 

shrang

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Any mention of Shadow Sneak?? It can at least pick off weakened Mismagius or Rotom for you (maybe make a mention in AC or OC??)
 
Please split up the partner description in the sets' AC sections from the EV spread descriptions. Those should be separate paragraphs to make it easier for the reader to find the infomation they need. As a matter of fact, you could probably use some more paragraph divisions in other sections as well. I'll leave that to a more appropriate GP check, however.

I'll add this to the queue for now, but the first GP check should include what I've described above if it hasn't already been fixed.
 
Implemented RD's changes. Also, are we allowed to mention Heracross in our analyses yet, or do we have to wait until it is done? I would love to add Arcticblast's suggestion about Heracross to the analysis, but I'm leaving it out for now until we have confirmation about Hera.
 

Aeron Ee1

Nom nom nom
is a Top Contributor Alumnus
Changes in bold
Removals in red
comments in green

[Overview]
<p>Despite its NFE status, Dusclops makes a great candidate to balance out teams. Possessing a good defensive spread, a pure Ghost-typing, and a number of supporting moves, it has carved itself a niche in the UU metagame as a bulky spinblocker. Its ability, Pressure, also makes sweepers less keen to attack it, sometimes even forcing them to switch out in order to preserve their precious PP for their moves. While Spiritomb appears to outclass Dusclops with its additional Dark-typing, and it higher base offensive and HP stats, Dusclops possesses slightly greater bulk, allowing it to switch in to more moves as well as access to Trick Room, giving Dusclops yet another way to support its teammates reliably. With these advantages, Dusclops can make a valuable member to any standard UU team.</p>

[SET]
name: Bulky Spinblocker
move 1: Seismic Toss
move 2: Will-O-Wisp
move 3: Rest / Pain Split
move 4: Sleep Talk / Shadow Punch / Toxic
item: Leftovers
nature: Impish
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
<p>While all Ghost-types can block the use of Rapid Spin, they are generally frail and easily KOed by other Pokemon. However, Dusclops has the benefit of a great defensive spread, to make it a reliable bulky spinblocker on many teams. Seismic Toss gives Dusclops a means of offense, so as not to be completely ruined by Taunt. Will-O-Wisp cripples many physical attackers, and preventing them from reaching their full potential during the battle. Rest and Sleep Talk cure Dusclops of status and are also its best means of recovery.</p>

[ADDITIONAL COMMENTS]

<p>Shadow Punch can be used over Sleep Talk to give Dusclops a STAB move to take down offensive versions of Rotom and Mismagius, while Toxic can wear down bulky Fire- and Water-types that switch in. Although Dusclops becomes somewhat vunerable while it is sleeping without Sleep Talk, its defenses allow it to survive the two turns without much fear. Pain Split can be used over Rest, to make use of Dusclops’s naturally low HP stat; however, status can become an issue without Rest.</p> (this is more additional comments or optional changes stuff, at least a different paragraph..)

<p>Due to the physically-based metagame of UU, Dusclops will usually switch into more physical attacks than special ones; therefore, physical defense is maximized, with the leftover EVs going into Special Defense. An Impish nature further increases Dusclops’s physical bulk, making it even harder to defeat Dusclops.</p>

http://www.smogon.com/articles/grammar_standards said:
Always append 's to a noun when signifying a singular possessive (Latias's Soul Dew)
 

Fatecrashers

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the one eyed monster

GP CHECK 1/2

delete
add

[Overview]
<p>Despite its NFE status, Dusclops makes a great candidate to put some balance into your team balance out teams. Possessing a good defensive spread, pure Ghost-typing, and a number of supporting moves, it Dusclops has carved itself a niche in UU as a bulky spinblocker. Its ability, Pressure, also deters a sweeper's offensive advances makes sweepers less keen to attack it, sometimes even forcing them to switch out in order to preserve their precious PP. While Spiritomb appears to outclass Dusclops, with its additional Dark-typing and higher base offensive stats, Dusclops possesses slightly greater bulk, as well as access to Trick Room, giving Dusclops it yet another way to reliably support its teammates reliably. With these numerous advantages, Dusclops can make prove to be a valuable member to any standard UU team.</p>

[SET]
name: Bulky Spinblocker
move 1: Seismic Toss
move 2: Will-O-Wisp
move 3: Rest / Pain Split
move 4: Sleep Talk / Shadow Punch / Toxic
item: Leftovers
nature: Impish
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
<p>While all Ghost-types can block Rapid Spin, they are generally frail and easily KOed. However, Dusclops, however, has the defensive spread to make it be a reliable bulky spinblocker on many teams. Seismic Toss gives Dusclops a means of offense, so as not to be completely ruined by Taunt. Will-O-Wisp cripples opposing physical attackers, and while the combination of Rest and Sleep Talk cures Dusclops of status and are also is its best means of recovery.</p>

[ADDITIONAL COMMENTS]

<p>Shadow Punch can be used over Sleep Talk to take down Rotom and Mismagius, while Toxic can wear down bulky Fire- and Water-types that switch in. Although Dusclops becomes somewhat vulnerable while it is sleeping without Sleep Talk, its defenses allow it to survive the two turns of Rest without much fear. Pain Split can be used over Rest, to take advantage make use of Dusclops’s naturally low HP stat; however, status can become an issue without Rest.</p>

<p>Due to the physically-based metagame of UU, Dusclops will usually switch into more physical attacks than special ones; therefore, physical defense is maximized, with the leftover EVs going into Special Defense. An Impish nature further increases Dusclops’s physical bulk, making it even harder to defeat.</p>
(Space)
<p>Dusclops appreciates teammates that can take advantage of burn support and a weakened defense (What does this 'weakened defense' mean? You have not explained this previously). Aggron makes an excellent partner, resisting both of Dusclops’s weaknesses, crushing a team weakened by Will-O-Wisp and Seismic Toss, and luring in Fighting-type moves for Dusclops to switch into. Miltank sets up Stealth Rock, cures status with Heal Bell, and possesses an immunity to Ghost-type moves, while also luring in Fighting-type moves. However, Dusclops has a number of problems as well. Dusclops is a magnet for the other UU Ghosts, who can switch in on Seismic Toss and force it out with the threat of STAB moves. Mismagius is especially dangerous, because it can carry Taunt, which effectively shuts Dusclops down. Other Taunters, such as Ambipom, Nidoking, and Drapion, outspeed Dusclops easily, though they must be wary of switching into in on a Will-O-Wisp. Houndoom gains a boost in power from Will-O-Wisp, and threatens with STAB Pursuit or Dark Pulse. Clefable also ignores is also immune to Will-O-Wisp, and it sometimes carries can carry Trick to ruin Dusclops’s fun.</p>
(Too much spacing)
[SET]
name: Trick Room Support
move 1: Trick Room
move 2: Seismic Toss
move 3: Will-O-Wisp
move 4: Pain Split
item: Leftovers
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD
ivs: 0 Spe

[SET COMMENTS]
<p>While Dusclops is a great spinblocker, it also has access to Trick Room, making it a good Trick Room supporter. Its great defenses also ensure that Dusclops can set up Trick Room multiple times, unlike its netherworldly kin Banette. Seismic Toss is Dusclops’s reliable damage move, because its actual offenses will fail it more often than not. Will-O-Wisp ensures that any opposing physical sweeper hoping to take advantage of Trick Room is crippled. Pain Split allows Dusclops to steal HP from its opponent, weakening many Pokemon to the point where Trick Room sweepers on your side can come in and easily mow down the crush opposition. Rest can be used over Pain Split to cure status; however, Dusclops will not be staying stay in for long, and the two turns spent sleeping could be better used to set up Trick Room.</p>

[ADDITIONAL COMMENTS]
<p>Like the Bulky Spinblocker, the EVs and nature ensure that Dusclops is as physically buky as possible. A Relaxed nature makes Dusclops extremely slow, which translates to faster Dusclops almost always moving first under Trick Room conditions.</p>

<p>Aggron makes an excellent partner, thanks to its resistances to Ghost- and Dark-type moves, low Speed, and devastating sweeping potential. Guts Ursaring also makes a good teammate, thanks to its low Speed and high Attack. It also is immune to Ghost-type moves, and it lures in Fighting-types for Dusclops to switch in on. However, Taunters ruin this set, and Mismagius can set up easily after using Taunt. Also, Slowbro and Slowking don’t mind Trick Room, and they can set up on Dusclops easily.</p>
(Too much spacing)
[Team Options]
<p>Aggron makes an excellent partner to Dusclops, thanks to its resistances to Ghost- and Dark-type moves, as well as being able to lure in Fighting-type moves for Dusclops to switch into. Aggron also appreciates Dusclops’s ability to weaken an enemy team and to set up Trick Room. Miltank can set up Stealth Rock, and cure status with Heal Bell, and it is also immune to Ghost-type moves. Additionally, it lures in Fighting-types with ease easily, which Dusclops loves to cripple. Absol and Houndoom appreciate burn support so they can survive longer, while also defeating Ghost-types with STAB Pursuit.</p>

[Optional Changes]
<p>Dusclops has a couple of other options that it can run. A Gravity set is viable, and Dusclops also has access to Dynamicpunch and Earthquake, although they run off of its less-than-ideal base 70 Attack stat. Calm Mind lets Dusclops become more of a special wall, but it is not as effective as the Bulky Spinblocker set at walling. Dusclops can run a more offensive Trick Room set; however, its offensive stats really let it down. As for moves, Spite can quickly wear down the PP of an opponent’s move, shaving off 6 PP (also factoring in Pressure) each time Dusclops is attacked. Substitute can be used in conjunction with Pain Split, and access to Focus Punch can be used to discourage opposing Pokemon from switching in freely. Shadow Sneak allows Dusclops to finish off weakened opponents, and Taunt prevents opponents from setting up, although its Dusclops's low Speed stat makes it very hard to use it effectively. Memento can set up a partner to for a sweep, and Destiny Bond can take down an opponent, provided that you predict correctly and use it on if it is used the turn before Dusclops dies.</p>

[Counters]
<p>Despite Dusclops’s bulk, it does have a number of counters. Taunters shut Dusclops down, since it mostly uses non-attacking moves. The UU Ghosts also threaten Dusclops on the special side with STAB Shadow Ball (or in Spiritomb’s case, STAB Dark Pulse). Mismagius deserves a special mention among the Ghost-types, because it also possesses Taunt, allowing it to completely shut down Dusclops and set up on the switch. Clefable doesn’t mind being burned, and can cause it sometimes causes problems with Wish and Trick. Houndoom gets a boost from Will-O-Wisp, while threatening with STAB Pursuit or Dark Pulse.</p>


some errors here and there but looks ok overall

 
Made the changes. My changes kept on showing up in bolded text at first, but I was able to fix that problem. One more GP Check to go!
 

Snorlaxe

2 kawaii 4 u
is a Top Contributor Alumnus
GP CHECK 2/2

pink is grammar edits
blue is prose edits

[Overview]
<p>Despite its NFE status, Dusclops makes a great candidate to put some balance into your team. Possessing good defensive stats, pure Ghost-typing, and a number of supporting moves, Dusclops has carved itself a niche in UU as a bulky spinblocker. Its ability, Pressure, also deters a sweeper's offensive advances, sometimes even forcing them to switch out in order to preserve their precious PP. While Spiritomb appears to outclass Dusclops due to its additional Dark-typing and higher base offensive stats, Dusclops possesses greater bulk, as well as access to Trick Room, giving it yet another way to reliably support its teammates. With these numerous advantages, Dusclops can prove to be a valuable member to any standard UU team.</p>

[SET]
name: Bulky Spinblocker
move 1: Seismic Toss
move 2: Will-O-Wisp
move 3: Rest / Pain Split
move 4: Sleep Talk / Shadow Punch / Toxic
item: Leftovers
nature: Impish
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
<p>While all Ghost-types can block Rapid Spin, they are generally frail and easily KOed. Dusclops, however, has the defensive stats to function as a reliable bulky spinblocker on many teams. Seismic Toss gives Dusclops a means of offense so as not to be completely ruined by Taunt. Will-O-Wisp cripples opposing physical attackers, while the combination of Rest and Sleep Talk cures Dusclops of status and is its best means of recovery.</p>

[ADDITIONAL COMMENTS]

<p>Shadow Punch can be used over Sleep Talk to take down Rotom and Mismagius, while Toxic can wear down bulky Fire- and Water-type switch-ins. Although Dusclops becomes somewhat vulnerable while it is sleeping without Sleep Talk, its defenses allow it to survive the two turns of Rest without much fear. Pain Split can be used over Rest to take advantage of Dusclops’s naturally low HP stat; however, status can become an issue should you choose to forgo Rest.</p>

<p>Due to the physically-based UU metagame, Dusclops will usually switch into more physical attacks than special ones; therefore, physical defense is maximized, with the leftover EVs going into Special Defense. An Impish nature further increases Dusclops’s physical bulk, making it even harder to defeat.</p>

<p>Dusclops appreciates teammates that can take advantage of burn support. Aggron makes an excellent partner, resisting both of Dusclops’s weaknesses, crushing a team weakened by Will-O-Wisp and Seismic Toss, and luring in Fighting-type moves for Dusclops to switch into. Miltank sets up Stealth Rock, cures status with Heal Bell, and possesses an immunity to Ghost-type moves, while also luring in Fighting-type attacks. Dusclops is a magnet for the other UU Ghosts, which can switch in on Seismic Toss and force it out with the threat of STAB moves. Mismagius is especially dangerous because it can carry Taunt, which effectively shuts Dusclops down. Other Taunters, such as Ambipom, Nidoking, and Drapion, outspeed Dusclops easily, though they must be wary of switching into a Will-O-Wisp. Houndoom gains a boost in power from Will-O-Wisp, and threatens with STAB Pursuit or Dark Pulse. Clefable is also immune to Will-O-Wisp, and can carry Trick to ruin Dusclops’s fun.</p>

[SET]
name: Trick Room Support
move 1: Trick Room
move 2: Seismic Toss
move 3: Will-O-Wisp
move 4: Pain Split
item: Leftovers
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD
ivs: 0 Spe

[SET COMMENTS]
<p>While Dusclops is a great spinblocker, it also has access to Trick Room, making it a good Trick Room supporter. Its great defenses ensure that Dusclops can set up Trick Room multiple times, unlike its otherworldly kin, Banette. Seismic Toss is Dusclops’s reliable damage move, because its actual offenses will fail it more often than not. Will-O-Wisp ensures that any opposing physical sweeper hoping to take advantage of Trick Room is crippled. Pain Split allows Dusclops to steal HP from its opponent, weakening many Pokemon to the point where Trick Room sweepers on your team can come in and easily mow down the opposition. Rest can be used over Pain Split to cure status; however, Dusclops will not be staying in for long, and the two turns spent sleeping could be better used to set up Trick Room.</p>

[ADDITIONAL COMMENTS]
<p>Like the Bulky Spinblocker, the EVs and nature ensure that Dusclops is as physically buky as possible. A Relaxed nature makes Dusclops extremely slow, allowing it to almost always move first under Trick Room conditions.</p>

<p>Aggron makes an excellent partner, thanks to its resistances to Ghost- and Dark-type moves, low Speed, and devastating sweeping potential. Guts Ursaring also makes a good teammate due to its low Speed and high Attack. It is immune to Ghost-type moves, and lures in Fighting-type moves for Dusclops to switch in on. Taunters ruin this set, and Mismagius can set up easily after using Taunt. Slowbro and Slowking don’t mind Trick Room, and they can set up on Dusclops easily.</p>

[Team Options]
<p>Aggron makes an excellent partner to Dusclops, thanks to its resistances to Ghost- and Dark-type moves, as well as being able to lure in Fighting-type moves for Dusclops to switch into. Aggron also appreciates Dusclops’s ability to weaken an opposing team and to set up Trick Room. Miltank can set up Stealth Rock, cure status with Heal Bell, and is immune to Ghost-type moves. Additionally, it lures in Fighting-types with ease, which Dusclops can easily switch in on and cripple. Absol and Houndoom appreciate burn support so they can survive longer, while also defeating Ghost-types with STAB Pursuit.</p>

[Optional Changes]
<p>Dusclops has a couple of other options that it can run. A Gravity set is viable, and Dusclops also has access to DynamicPunch and Earthquake, although they run off of its less-than-impressive base 70 Attack stat. Calm Mind lets Dusclops become more of a special wall, but it is not as effective as the Bulky Spinblocker set at walling. Dusclops can run a more offensive Trick Room set; however, its offensive stats really let it down. As for moves, Spite can quickly wear down the PP of an opponent’s move, shaving off 6 PP (factoring in Pressure) each time Dusclops is attacked. Substitute can be used in conjunction with Pain Split, and Focus Punch can be used to discourage opposing Pokemon from switching in freely. Shadow Sneak allows Dusclops to finish off weakened opponents, and Taunt prevents opponents from setting up, although Dusclops's low Speed stat makes it very hard to use it effectively. Memento can set up a partner for a sweep, and Destiny Bond can take down an opponent if you predict correctly and use it on the turn before Dusclops is KOed.</p>

[Counters]
<p>Despite Dusclops’s bulk, it does have a number of counters. Taunters shut Dusclops down since it mostly uses non-attacking moves. The UU Ghosts threaten Dusclops on the special side with STAB Shadow Ball (or in Spiritomb’s case, STAB Dark Pulse). Mismagius deserves a special mention among the Ghost-types because it also possesses Taunt, allowing it to completely shut down Dusclops and set up on the switch. Clefable doesn’t mind being burned, and can cause problems with Wish and Trick. Houndoom gets a boost from Will-O-Wisp, while threatening with STAB Pursuit or Dark Pulse.</p>
a solid analysis overall~

 

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